tenebrae2/gl_bumpmap.c

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2003-01-17 21:18:53 +00:00
/*
Copyright (C) 2001-2002 Charles Hollemeersch
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA: the whole file is freakin penta...
All code conserning the drawing of bump mapped polygons.
Per vertex setup, shaders and the passes.
This is the general/gf2 approach for the gf3 code see gumpgf.c
*/
#include "quakedef.h"
//view origin in object space
vec3_t object_vieworg;
/**************************************************************
PART1: Gl state management
***************************************************************/
void GL_EnableDiffuseShader () {
//ordinary combiners = compatible with everything
//texture coords for unit 0: Tangent space light vector
//texture coords for unit 1: Normal map texture coords
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
GL_EnableMultitexture();
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB);
}
void GL_DisableDiffuseShader () {
GL_DisableMultitexture();
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
void GL_EnableSpecularShader () {
vec3_t scaler = {0.75f, 0.75f, 0.75f};
if ( gl_cardtype == GEFORCE || gl_cardtype == GEFORCE3 ) {
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
//GL_Bind(normcube_texture_object);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
GL_EnableMultitexture();
//setup and enable the register combiners
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
qglCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &scaler[0]);
//combiner0 RGB: calculate N'dotH -> store in Spare0 RGB
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
//combiner0 Alpha: ignore all
qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner1 RGB: ignore all
qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner1 Alpha: calculate 4*((N'dotH)^2 - 0.75f) -> store in Spare0 Alpha
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_CONSTANT_COLOR0_NV, GL_SIGNED_NEGATE_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//final combiner RGB: who cares
// Alpha: specular value of 4*((N'dotH)^2 - 0.75f)
qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
glEnable(GL_REGISTER_COMBINERS_NV);
} else {
GL_EnableDiffuseShader ();
}
}
void GL_DisableSpecularShader () {
//not supported?
if ( gl_cardtype == GEFORCE || gl_cardtype == GEFORCE3 ) {
GL_DisableMultitexture();
glDisable(GL_REGISTER_COMBINERS_NV);
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
} else {
GL_DisableDiffuseShader ();
}
}
void GL_EnableColorShader (qboolean specular) {
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//primary color = light color
//tu0 = light filter cube map
//tu1 = material color map
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->filtercube);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
if (!specular) {
GL_EnableMultitexture();
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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} else {
GL_EnableMultitexture();
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
}
}
void GL_DisableColorShader (qboolean specular) {
if (!specular) {
GL_DisableMultitexture();
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} else {
glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_DisableMultitexture();
}
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
void GL_EnableAttShader() {
GL_Bind(glow_texture_object);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void GL_DisableAttShader() {
//empty
glDisable(GL_REGISTER_COMBINERS_NV);
}
/*
Draw incoming fragment to destination alpha.
Note: A fragment in the next comment means a pixel that will be drawn on the screen
(gl has some specific definition of it)
*/
void GL_DrawAlpha() {
glColorMask(false, false, false, true);
glDisable(GL_BLEND);
}
/*
Draw incoming fragment by modulating it with destination alpha
*/
void GL_ModulateAlphaDrawAlpha() {
glColorMask(false, false, false, true);
glBlendFunc (GL_DST_ALPHA, GL_ZERO);
glEnable (GL_BLEND);
}
/*
Draw incoming fragment by adding it to destination alpha
*/
void GL_AddAlphaDrawAlpha() {
glColorMask(false, false, false, true);
glBlendFunc (GL_ONE, GL_ONE);
glEnable (GL_BLEND);
}
/*
Draw incoming fragment by modulation it with destination alpha
*/
void GL_ModulateAlphaDrawColor() {
glColorMask(true, true, true, true);
glBlendFunc (GL_DST_ALPHA, GL_ONE);
glEnable (GL_BLEND);
}
/*
Draw incoming alpha squared to destination alpha
*/
void GL_DrawSquareAlpha() {
glColorMask(false, false, false, true);
glBlendFunc (GL_SRC_ALPHA, GL_ZERO);
glEnable (GL_BLEND);
}
/*
Square the destination alpha
*/
void GL_SquareAlpha() {
glColorMask(false, false, false, true);
glBlendFunc (GL_ZERO, GL_DST_ALPHA);
glEnable (GL_BLEND);
}
/*
Add incoming fragment to destination color
*/
void GL_AddColor() {
glColorMask(true, true, true, true);
glBlendFunc (GL_ONE, GL_ONE);
glEnable (GL_BLEND);
}
/*
Ovewrite destination color with incoming fragment
*/
void GL_DrawColor() {
glColorMask(true, true, true, true);
glDisable (GL_BLEND);
}
/*
=================
R_WorldToObjectMatrix
Returns a world to object coordinate transformation matrix.
This is crap and I know it ;)
The problem is that quake does strange stuff with its angles
(look at R_RotateForEntity) so inverting the matrix will
certainly give the desired result.
Why I use the gl matrix? Well quake doesn't have build in matix
routines an I don't have any lying around in c (Lot's in Pascal
of course i'm a Delphi man)
=================
*/
void R_WorldToObjectMatrix(entity_t *e, matrix_4x4 result)
{
matrix_4x4 world;
glPushMatrix();
glLoadIdentity();
R_RotateForEntity (e);
glGetFloatv (GL_MODELVIEW_MATRIX, &world[0][0]);
glPopMatrix();
MatrixAffineInverse(world,result);
}
/*
=============
GL_SetupCubeMapMatrix
Loads the current matrix with a tranformation used for light filters
=============
*/
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void GL_SetupCubeMapMatrix(const transform_t *tr) {
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glLoadIdentity();
glRotatef (-currentshadowlight->angles[0], 1, 0, 0);
glRotatef (-currentshadowlight->angles[1], 0, 1, 0);
glRotatef (-currentshadowlight->angles[2], 0, 0, 1);
glRotatef (currentshadowlight->rspeed*cl.time,0,0,1);
glTranslatef(-currentshadowlight->origin[0],
-currentshadowlight->origin[1],
-currentshadowlight->origin[2]);
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//if (!world)
// R_RotateForEntity(currententity);
glTranslatef (tr->origin[0], tr->origin[1], tr->origin[2]);
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glRotatef (tr->angles[1], 0, 0, 1);
glRotatef (-tr->angles[0], 0, 1, 0);
glRotatef (tr->angles[2], 1, 0, 0);
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}
/**************************************************************
PART2: Geommety sending code
This parts containts code for sending different geommety
types (brushes, alias, ...) with different per vertex
options (light, H, att)
Every method is the core of 1 pass during bump map rendering.
This is all direct mode stuff, it should be put in vertex
arrays.
***************************************************************/
/*
=============
R_DrawWorldLLV
-Draws the world sending the tangent space light vector as unit 0's texture coordinates.
-Sends as uni1t's texture coordinates the original texture coordinates.
-Rebinds unit1's texture if the surface material changes (binds the current surface's bump map)
=============
*/
void R_DrawWorldLLV(lightcmd_t *lightCmds) {
int command, num, i;
int lightPos = 0;
vec3_t lightOr;
msurface_t *surf;
float *v;
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shader_t *s;//XYZ
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//support flickering lights
VectorCopy(currentshadowlight->origin,lightOr);
while (1) {
command = lightCmds[lightPos++].asInt;
if (command == 0) break; //end of list
surf = lightCmds[lightPos++].asVoid;
if (surf->visframe != r_framecount) {
lightPos+=(4+surf->polys->numverts*(2+3));
continue;
}
num = surf->polys->numverts;
lightPos+=4;//skip color
//XYZ
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s = surf->shader->shader;
if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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glBegin(command);
//v = surf->polys->verts[0];
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
for (i=0; i<num; i++, v+= VERTEXSIZE) {
//skip attent texture coord.
lightPos+=2;
//calculate local light vector and put it into tangent space
/*
VectorSubtract(lightOr,cl.worldmodel->vertexes[ind].position,lightDir);
if (surf->flags & SURF_PLANEBACK) {
tsLightDir[2] = -DotProduct(lightDir,surf->plane->normal);
} else {
tsLightDir[2] = DotProduct(lightDir,surf->plane->normal);
}
tsLightDir[1] = -DotProduct(lightDir,surf->texinfo->vecs[1]);
tsLightDir[0] = DotProduct(lightDir,surf->texinfo->vecs[0]);
glTexCoord3fv(&tsLightDir[0]);
*/
glTexCoord3fv(&lightCmds[lightPos].asFloat);
lightPos+=3;
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(&v[0]);
}
glEnd();
}
}
/*
=============
R_DrawWorldHAV
-Draws the world sending the tangent space half angle vector as unit 0's texture coordinates.
-Sends as uni1t's texture coordinates the original texture coordinates.
-Rebinds unit1's texture if the surface material changes (binds the current surface's bump map)
=============
*/
void R_DrawWorldHAV(lightcmd_t *lightCmds) {
int command, num, i;
int lightPos = 0;
vec3_t lightOr,tsH,H;
msurface_t *surf;
float *v,*lightP;
vec3_t lightDir;
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shader_t *s;//XYZ
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//support flickering lights
VectorCopy(currentshadowlight->origin,lightOr);
while (1) {
command = lightCmds[lightPos++].asInt;
if (command == 0) break; //end of list
surf = lightCmds[lightPos++].asVoid;
if (surf->visframe != r_framecount) {
lightPos+=(4+surf->polys->numverts*(2+3));
continue;
}
num = surf->polys->numverts;
lightPos+=4;//skip color
//XYZ
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s = surf->shader->shader;
if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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glBegin(command);
//v = surf->polys->verts[0];
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
for (i=0; i<num; i++, v+= VERTEXSIZE) {
lightPos+=2;//skip texcoords
lightP = &lightCmds[lightPos].asFloat;
VectorCopy(lightP,lightDir);
VectorNormalize(lightDir);
lightPos+=3;//skip local light vector
//r_origin = camera position
VectorSubtract(r_refdef.vieworg,v,H);
VectorNormalize(H);
//put H in tangent space firste since lightDir (precalc) is already in tang space
if (surf->flags & SURF_PLANEBACK) {
tsH[2] = -DotProduct(H,surf->plane->normal);
} else {
tsH[2] = DotProduct(H,surf->plane->normal);
}
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tsH[1] = -DotProduct(H,surf->binormal);
tsH[0] = DotProduct(H,surf->tangent);
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VectorAdd(lightDir,tsH,tsH);
glTexCoord3fv(&tsH[0]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(&v[0]);
}
glEnd();
}
}
/*
=============
R_DrawWorldATT
Draw the world sending as texture unit 0's texture coordinates the precalcuated attenuation
coordinates.
As primary color the light color modulated by the current brightness (for flickering lights
this depends on t)
=============
*/
void R_DrawWorldATT(lightcmd_t *lightCmds) {
int command, num, i;
int lightPos = 0;
//edit: modulation of light maps
msurface_t *surf;
float *v;
//support flickering lights
float b = d_lightstylevalue[currentshadowlight->style]/255.0;
while (1) {
command = lightCmds[lightPos++].asInt;
if (command == 0) break; //end of list
//edit: modulation of light maps
surf = lightCmds[lightPos++].asVoid;
if (surf->visframe != r_framecount) {
lightPos+=(4+surf->polys->numverts*(2+3));
continue;
}
num = surf->polys->numverts;
//v = surf->polys->verts[0];
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
glColor4f( (&lightCmds[lightPos].asFloat)[0] *b,
(&lightCmds[lightPos].asFloat)[1] *b,
(&lightCmds[lightPos].asFloat)[2] *b,
(&lightCmds[lightPos].asFloat)[3] *b );
lightPos+=4;
glBegin(command);
for (i=0; i<num; i++, v+= VERTEXSIZE) {
glTexCoord2fv(&lightCmds[lightPos].asFloat);
lightPos+=2;
lightPos+=3;
glVertex3fv(&v[0]);
}
glEnd();
}
}
/*
=============
R_DrawWorldWV
-Draw the world sending as texture unit 0's coordinates the world space coordinates of the current vertex
-Sends as uni1t's texture coordinates the original texture coordinates.
-Rebinds unit1's texture if the surface material changes (binds the current surface's color map)
=============
*/
void R_DrawWorldWV(lightcmd_t *lightCmds, qboolean specular) {
int command, num, i;
int lightPos = 0;
//edit: modulation of light maps
msurface_t *surf;
float *v;
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shader_t *s;//XYZ
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while (1) {
command = lightCmds[lightPos++].asInt;
if (command == 0) break; //end of list
surf = lightCmds[lightPos++].asVoid;
if (surf->visframe != r_framecount) {
lightPos+=(4+surf->polys->numverts*(2+3));
continue;
}
num = surf->polys->numverts;
//v = surf->polys->verts[0];
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
//XYZ
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s = surf->shader->shader;
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if ( specular )
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if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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else
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if (s->numcolorstages > 0)
GL_Bind(s->colorstages[0].texture[0]->texnum);
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lightPos+=4;//no attent color
glBegin(command);
for (i=0; i<num; i++, v+= VERTEXSIZE) {
lightPos+=2;//no attent coords
lightPos+=3;
glTexCoord3fv(&v[0]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(&v[0]);
}
glEnd();
}
}
/*
=============
R_DrawBrushLLV
-Draws the brush sending the tangent space light vector as unit 0's texture coordinates.
-Sends as uni1t's texture coordinates the original texture coordinates.
-Rebinds unit1's texture if the surface material changes (binds the current surface's bump map)
=============
*/
void R_DrawBrushLLV(entity_t *e) {
model_t *model = e->model;
msurface_t *surf;
glpoly_t *poly;
int i, j, count;
brushlightinstant_t *ins = e->brushlightinstant;
float *v;
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shader_t *s;
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count = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (!ins->polygonVis[i]) continue;
poly = surf->polys;
//XYZ
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s = surf->shader->shader;
if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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glBegin(GL_TRIANGLE_FAN);
//v = poly->verts[0];
v = (float *)(&globalVertexTable[poly->firstvertex]);
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord3fv(&ins->tslights[count+j][0]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(v);
}
glEnd();
count+=surf->numedges;
}
}
/*
=============
R_DrawBrushHAV
-Draws the brush sending the tangent space half angle vector as unit 0's texture coordinates.
-Sends as uni1t's texture coordinates the original texture coordinates.
-Rebinds unit1's texture if the surface material changes (binds the current surface's bump map)
=============
*/
void R_DrawBrushHAV(entity_t *e) {
model_t *model = e->model;
msurface_t *surf;
glpoly_t *poly;
int i, j, count;
brushlightinstant_t *ins = e->brushlightinstant;
float *v;
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shader_t *s;//XYZ
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count = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (!ins->polygonVis[i]) continue;
poly = surf->polys;
//XYZ
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s = surf->shader->shader;
if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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glBegin(GL_TRIANGLE_FAN);
//v = poly->verts[0];
v = (float *)(&globalVertexTable[poly->firstvertex]);
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord3fv(&ins->tshalfangles[count+j][0]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(v);
}
glEnd();
count+=surf->numedges;
}
}
/*
=============
R_DrawBrushATT
Draw the brush sending as texture unit 0's texture coordinates the calcuated attentuation
coordinates.
As primary color the light color modulated by the current brightness (for flickering lights
this depends on t)
=============
*/
void R_DrawBrushATT(entity_t *e) {
model_t *model = e->model;
msurface_t *surf;
glpoly_t *poly;
int i, j, count, countc;
brushlightinstant_t *ins = e->brushlightinstant;
float *v, bright;
count = 0;
countc = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (!ins->polygonVis[i]) continue;
poly = surf->polys;
//GL_Bind(surf->texinfo->texture->gl_texturenum);
bright = ins->colorscales[countc];
countc++;
glColor4f(bright,bright,bright,bright);
glBegin(GL_TRIANGLE_FAN);
//v = poly->verts[0];
v = (float *)(&globalVertexTable[poly->firstvertex]);
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord2fv(&ins->atencoords[count+j][0]);
//qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(v);
}
glEnd();
count+=surf->numedges;
}
}
/*
=============
R_DrawBrushWV
=============
*/
void R_DrawBrushWV(entity_t *e, qboolean specular) {
model_t *model = e->model;
msurface_t *surf;
glpoly_t *poly;
int i, j, count;
brushlightinstant_t *ins = e->brushlightinstant;
float *v;
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shader_t *s;
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count = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (!ins->polygonVis[i]) continue;
poly = surf->polys;
//XYZ
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s = surf->shader->shader;
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if ( specular )
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if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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else
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if (s->numcolorstages > 0)
GL_Bind(s->colorstages[0].texture[0]->texnum);
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glBegin(GL_TRIANGLE_FAN);
//v = poly->verts[0];
v = (float *)(&globalVertexTable[poly->firstvertex]);
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord3fv(v);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
glVertex3fv(v);
}
glEnd();
count+=surf->numedges;
}
}
/*
=============
R_DrawBrushObjectLight
Idea: Creepy object oriented programming by using function pointers.
Function: Puts the light into object space, adapts the world->eye matrix
and calls BrushGeoSender if all that has been done.
Cleans up afterwards so nothing has changed.
=============
*/
void R_DrawBrushObjectLight(entity_t *e,void (*BrushGeoSender) (entity_t *e)) {
model_t *clmodel;
vec3_t oldlightorigin;
//backup light origin since we will have to translate
//light into model space
VectorCopy (currentshadowlight->origin, oldlightorigin);
currententity = e;
currenttexture = -1;
clmodel = e->model;
glPushMatrix ();
e->angles[0] = -e->angles[0]; // stupid quake bug
R_RotateForEntity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
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VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->lightpos,currentshadowlight->origin);
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BrushGeoSender(e);
VectorCopy(oldlightorigin,currentshadowlight->origin);
glPopMatrix ();
}
void R_DrawAliasFrameLLV (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
{
fstvert_t *texcoords;
int *indecies, anim;
aliaslightinstant_t *linstant = instant->lightinstant;
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shader_t *s;
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texcoords = (fstvert_t *)((byte *)paliashdr + paliashdr->texcoords);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
//bind normal map
anim = (int)(cl.time*10) & 3;
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s = pheader->shader;
if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tslights);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES,linstant->numtris*3,GL_UNSIGNED_INT,&linstant->indecies[0]);
if (sh_noshadowpopping.value) {
glStencilFunc(GL_LEQUAL, 1, 0xffffffff);
glDrawElements(GL_TRIANGLES,(paliashdr->numtris*3)-(linstant->numtris*3),GL_UNSIGNED_INT,&linstant->indecies[linstant->numtris*3]);
glStencilFunc(GL_EQUAL, 0, 0xffffffff);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void R_DrawAliasFrameHAV (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
{
fstvert_t *texcoords;
int *indecies, anim;
aliaslightinstant_t *linstant = instant->lightinstant;
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shader_t *s;
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texcoords = (fstvert_t *)((byte *)paliashdr + paliashdr->texcoords);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
//bind normal map
anim = (int)(cl.time*10) & 3;
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s = pheader->shader;
if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tshalfangles);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES,linstant->numtris*3,GL_UNSIGNED_INT,&linstant->indecies[0]);
if (sh_noshadowpopping.value) {
glStencilFunc(GL_LEQUAL, 1, 0xffffffff);
glDrawElements(GL_TRIANGLES,(paliashdr->numtris*3)-(linstant->numtris*3),GL_UNSIGNED_INT,&linstant->indecies[linstant->numtris*3]);
glStencilFunc(GL_EQUAL, 0, 0xffffffff);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
/*
=============
R_DrawAliasFrameWV
Draw an alias model with the ojbect space vertex coordinates as texture coords
=============
*/
void R_DrawAliasFrameWV (aliashdr_t *paliashdr, aliasframeinstant_t *instant, qboolean specular) {
int *indecies, anim;
fstvert_t *texcoords;
aliaslightinstant_t *linstant = instant->lightinstant;
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shader_t *s;
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texcoords = (fstvert_t *)((byte *)paliashdr + paliashdr->texcoords);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
anim = (int)(cl.time*10) & 3;
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s = pheader->shader;
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if ( specular )
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if (s->numbumpstages > 0)
GL_Bind(s->bumpstages[0].texture[0]->texnum);
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else
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if (s->numcolorstages > 0)
GL_Bind(s->colorstages[0].texture[0]->texnum);
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glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if ( gl_cardtype == GENERIC || gl_cardtype == GEFORCE ) {//PA:
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glNormalPointer(GL_FLOAT, 0, instant->normals);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, 0, linstant->colors);
}
glDrawElements(GL_TRIANGLES,linstant->numtris*3,GL_UNSIGNED_INT,&linstant->indecies[0]);
if (sh_noshadowpopping.value) {
glStencilFunc(GL_LEQUAL, 1, 0xffffffff);
glDrawElements(GL_TRIANGLES,(paliashdr->numtris*3)-(linstant->numtris*3),GL_UNSIGNED_INT,&linstant->indecies[linstant->numtris*3]);
glStencilFunc(GL_EQUAL, 0, 0xffffffff);
}
if ( gl_cardtype == GENERIC || gl_cardtype == GEFORCE ) {//PA:
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void PrintScreenPos(vec3_t v) {
double Dproject_matrix[16];
double Dworld_matrix[16];
GLint Iviewport[4]; // <AWE> changed from int to GLint.
double px, py, pz;
glGetDoublev (GL_MODELVIEW_MATRIX, Dworld_matrix);
glGetDoublev (GL_PROJECTION_MATRIX, Dproject_matrix);
glGetIntegerv (GL_VIEWPORT, Iviewport);
gluProject(v[0], v[1], v[2],
Dworld_matrix, Dproject_matrix, Iviewport, &px, &py, &pz);
Con_Printf("Pos: %f %f %f\n", px, py, pz);
}
/*
=================
R_DrawAliasObjectLight
Same as R_DrawBrushObjectLight but with alias models
=================
*/
void R_DrawAliasObjectLight(entity_t *e,void (*AliasGeoSender) (aliashdr_t *paliashdr, aliasframeinstant_t* instant))
{
int pose, numposes;
//matrix_4x4 transf;
//float org[4],res[4];
aliashdr_t *paliashdr;
alias3data_t *data;
vec3_t oldlightpos, oldvieworg;
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aliasframeinstant_t *aliasframeinstant;
int i,maxnumsurf;
currententity = e;
// VectorCopy (currententity->origin, r_entorigin);
// VectorSubtract (r_origin, r_entorigin, modelorg);
glPushMatrix ();
R_RotateForEntity (e);
//
// locate the proper data
//
data = (alias3data_t *)Mod_Extradata (e->model);
maxnumsurf = data->numSurfaces;
aliasframeinstant = e->aliasframeinstant;
for (i=0;i<maxnumsurf;++i){
paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[i]);
if (!aliasframeinstant) {
glPopMatrix();
Con_Printf("R_DrawAliasObjectLight: missing instant for ent %s\n", e->model->name);
return;
}
if (aliasframeinstant->shadowonly) continue;
if ((e->frame >= paliashdr->numframes) || (e->frame < 0))
{
glPopMatrix();
return;
}
VectorCopy(currentshadowlight->origin,oldlightpos);
VectorCopy(currentshadowlight->origin,currentshadowlight->oldlightorigin);
VectorCopy( r_refdef.vieworg,oldvieworg);
VectorCopy( aliasframeinstant->lightinstant->vieworg, r_refdef.vieworg);
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VectorCopy(aliasframeinstant->lightinstant->lightpos ,currentshadowlight->origin);
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pose = paliashdr->frames[e->frame].firstpose;
numposes = paliashdr->frames[e->frame].numposes;
//Draw it!
AliasGeoSender(paliashdr,aliasframeinstant);
aliasframeinstant = aliasframeinstant->_next;
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VectorCopy(oldvieworg, r_refdef.vieworg);
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VectorCopy(oldlightpos,currentshadowlight->origin);
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} /* for paliashdr */
glPopMatrix();
}
/*
=================
R_DrawSpriteModelWV
Draw a sprite texture with as tex0 coordinates the world space position of it's vertexes.
tex1 is the sprites texture coordinates.
=================
*/
void R_DrawSpriteModelWV (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls PENTA: bulltet marks in quake 1? never seen one ;)
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
}
else
{ // normal sprite
up = vup;
right = vright;
}
GL_Bind(frame->gl_texturenum);
glBegin (GL_QUADS);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glTexCoord3fv(point);
glVertex3fv (point);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glTexCoord3fv(point);
glVertex3fv (point);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glTexCoord3fv(point);
glVertex3fv (point);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glTexCoord3fv(point);
glVertex3fv (point);
glEnd ();
}
/**************************************************************
PART3: Abstraction
***************************************************************/
/*
=============
GL_DrawWorldBumped
Draws the world bumped how this is done you don't have to know!
=============
*/
void R_DrawWorldBumpedGF() {
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
/*
if (gl_geforce3) {
if (currentshadowlight->filtercube) {
//draw attent into dest alpha
GL_DrawAlpha();
GL_EnableAttentShaderGF3(NULL);
R_DrawWorldWV(currentshadowlight->lightCmds);
GL_DisableAttentShaderGF3();
GL_ModulateAlphaDrawColor();
} else {
GL_AddColor();
}
glColor3fv(&currentshadowlight->color[0]);
GL_EnableDiffuseShaderGF3(true,currentshadowlight->origin);
R_DrawWorldGF3Diffuse(currentshadowlight->lightCmds);
GL_DisableDiffuseShaderGF3();
GL_EnableSpecularShaderGF3(true,currentshadowlight->origin);
R_DrawWorldGF3Specular(currentshadowlight->lightCmds);
GL_DisableDiffuseShaderGF3();
glColor3f (1,1,1);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
return;
}
*/
// Diffuse bump mapping
GL_DrawAlpha();
GL_EnableDiffuseShader ();
if (!currentshadowlight->isStatic) {
R_DrawWorldLLV(&lightCmdsBuff[0]);
} else {
R_DrawWorldLLV(currentshadowlight->lightCmds);
}
GL_DisableDiffuseShader ();
// Attenuation
GL_ModulateAlphaDrawAlpha();
GL_EnableAttShader();
R_DrawWorldATT(currentshadowlight->lightCmds);
GL_DisableAttShader();
// Color map/light filter
glMatrixMode(GL_TEXTURE);
glPushMatrix();
GL_SetupCubeMapMatrix(true);
GL_ModulateAlphaDrawColor();
glColor3fv(&currentshadowlight->baseColor[0]);
GL_EnableColorShader (false);
R_DrawWorldWV(currentshadowlight->lightCmds, false);
GL_DisableColorShader (false);
glPopMatrix();
// Specular
if ( gl_cardtype == GEFORCE || gl_cardtype == GEFORCE3 )
GL_DrawAlpha();
else
GL_DrawSquareAlpha();
GL_EnableSpecularShader ();
R_DrawWorldHAV(currentshadowlight->lightCmds);
GL_DisableSpecularShader ();
if ( gl_cardtype == GENERIC ) {
int i;
//raise specular to a high exponent my multiplying it a few times
//this is evidently slow and we should use a better system for it
GL_SquareAlpha();
for (i=0; i<3; i++) {
//why draw world att?: 1) I dont want to write new code for this
// 2) It uses the least bandwith/ setup
R_DrawWorldATT (currentshadowlight->lightCmds);
}
}
// Attenttuation
GL_ModulateAlphaDrawAlpha();
GL_EnableAttShader();
R_DrawWorldATT(currentshadowlight->lightCmds);
GL_DisableAttShader();
// Color map/light filter
glPushMatrix();
GL_SetupCubeMapMatrix(true);
GL_ModulateAlphaDrawColor();
glColor3fv(&currentshadowlight->baseColor[0]);
GL_EnableColorShader (true);
R_DrawWorldWV(currentshadowlight->lightCmds, true);
GL_DisableColorShader (true);
// End separate specular
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glColor3f (1,1,1);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
void R_DrawWorldBumpedGEN() {
R_DrawWorldBumpedGF();
}
/*
=============
GL_DrawBrushBumped
Draw a brush entity with bump maps
=============
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*//*
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void R_DrawBrushBumped(entity_t *e) {
// Diffuse bump mapping
GL_DrawAlpha();
GL_EnableDiffuseShader ();
R_DrawBrushLLV(e);
GL_DisableDiffuseShader ();
// Attenttuation
GL_ModulateAlphaDrawAlpha();
GL_EnableAttShader();
R_DrawBrushATT(e);
GL_DisableAttShader();
// Color map/light filter
glMatrixMode(GL_TEXTURE);
glPushMatrix();
GL_SetupCubeMapMatrix(false);
GL_ModulateAlphaDrawColor();
glColor3fv(&currentshadowlight->baseColor[0]);
GL_EnableColorShader (false);
R_DrawBrushWV(e, false);
GL_DisableColorShader (false);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
// Specular bump mapping
if ( gl_cardtype == GEFORCE || gl_cardtype == GEFORCE3 )
GL_DrawAlpha();
else
GL_DrawSquareAlpha();
GL_EnableSpecularShader ();
R_DrawBrushHAV(e);
GL_DisableSpecularShader ();
if ( gl_cardtype == GENERIC ) {
int i;
GL_SquareAlpha();
//Why R_DrawBrushWV?: Same as for world but not WV is better
for (i=0; i<3; i++) R_DrawBrushWV(e, false);
}
// Attenttuation
GL_ModulateAlphaDrawAlpha();
GL_EnableAttShader();
R_DrawBrushATT(e);
GL_DisableAttShader();
// Color map/light filter
glMatrixMode(GL_TEXTURE);
glPushMatrix();
GL_SetupCubeMapMatrix(false);
GL_ModulateAlphaDrawColor();
glColor3fv(&currentshadowlight->baseColor[0]);
GL_EnableColorShader (true);
R_DrawBrushWV(e, true);
GL_DisableColorShader (true);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
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*/
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/*
=============
R_DrawAliasBumped
Draw a alias entity with bump maps
=============
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*//*
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void R_DrawAliasBumped(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
//Diffuse bump mapping
GL_DrawAlpha();
GL_EnableDiffuseShader ();
R_DrawAliasFrameLLV(paliashdr,instant);
GL_DisableDiffuseShader ();
// Color map/light filter
glMatrixMode(GL_TEXTURE);
glPushMatrix();
GL_SetupCubeMapMatrix(false);
GL_ModulateAlphaDrawColor();
glEnable(GL_LIGHTING);
GL_EnableColorShader (false);
R_DrawAliasFrameWV(paliashdr,instant, false);
GL_DisableColorShader (false);
glDisable(GL_LIGHTING);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
//Specular bump mapping
if ( gl_cardtype == GEFORCE )
GL_DrawAlpha();
else
GL_DrawSquareAlpha();
GL_EnableSpecularShader ();
R_DrawAliasFrameHAV(paliashdr,instant);
GL_DisableSpecularShader ();
if ( gl_cardtype == GENERIC ) {
int i;
GL_SquareAlpha();
for (i=0; i<3; i++) R_DrawAliasFrameWV(paliashdr,instant, false);
}
// Color map/light filter
glMatrixMode(GL_TEXTURE);
glPushMatrix();
GL_SetupCubeMapMatrix(false);
GL_ModulateAlphaDrawColor();
glEnable(GL_LIGHTING);
GL_EnableColorShader (true);
R_DrawAliasFrameWV(paliashdr,instant, true);
GL_DisableColorShader (true);
glDisable(GL_LIGHTING);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
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*/